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Quinc3y

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Posts posted by Quinc3y

  1. I think team Yosh/Ryz failed because of bad timing with rushes/not leaving enough people to defend. At least that was the case on 4 out of 5 maps.

    On Volcano, while you were killing our WF and Ref, we rolled in your base with tanks and destroyed HoN and Airstrip. Considering you already had no PP, it was an exchange in our favour.

    Training Yard was pretty draw-ish until you decided to stank rush and leave no people defending your base. Your rush was stopped and we nuked your Airstrip meanwhile (not even one engi came close to the beacon).

    Whiteout, your rocket rush was easily stopped and in the meantime engis sneaked in WF and killed it... gameover. How can you not leave someone watching the side path is one thing, but also early rocket rush on Whiteout is a big gamble. It's enough for 1 person to spot it early and it can be defended. Also you put all your early credits into this, so probably even if you killed HoN, you would have been raped with arties spam.

    Islands, I don't remember this game that much, but I think you SBH rushed our bar (and killed it) while we just rolled in your base with tanks again...

    Oh well, good PUG if you ask me. Again a lot of people, that's what counts!

  2. @Ryz

    I think there was teamwork. Just that we didn't do anything special in all 3 games, just defending and struggling all the time. I'm not sure how to explain the fact that we couldn't push out of the base... I guess it was because team Bong was very well organized or maybe I can blame the maps a little.

    On Islands it's really hard to break the artilleries + flamers combination - especially with the ref down. The one time we managed this and started the siege of Nod base, we had to return to base because of the triple nuke and lost field again....

    On Walls, GDI is usually dominating field, because they have the tools for it. I really dunno how to counter MRLS + mammoths with support from air... we had to defend and couldn't really organise a rush. Some guys mentioned stank rush, but somehow it never happened. On Canyon it's also not easy for Nod to control field and we didn't have enough vehicles for that and got swarmed. But I can't blame anyone since I myself was tired of driving the boring med/light tank for the past hour and played infantry instead. Seems I wasn't alone.

    And I agree Islands need some change/expanding. It's a predictible and boring map, very campy, too. Just the infantry area is nice, I guess it's a cool map for snipers.

  3. Well, it was far from last week's PUG. This time team Bananas not only didn't manage to destroy a single building, but also didn't do a single coordinated rush. On Walls and Islands, I was sitting in a light tank and med tank for the bigger part of the games, defending and trying to gain control of the field, but we never managed to control field for more than 2 minutes :(

    Similar story on Canyon after shuffling the teams a little bit. In all 3 games my team was always on defence and I didn't really see any moment where we could turn the tide. Not much fun!

  4. Well yeah, this was probably the most one-sided PUG I have took part in. Team kenz didn't even manage to destroy a single building in the 4 games that were played. Somehow it didn't even feel that satisfying when my team was winning :P

    Super-Kh":2e9q50y6]and also we had crashers every game

    I also crashed once and was probably not the only one in my team

  5. Hello, this is my first post on these forums :D

    So I was quite lucky with crates on Field today and I managed to accumulate 90% speed boost total. I was asked to record and share it with you guys, so there it is. Perhaps I should have recorded myself compared to other characters/vehicles, but that idea came to my mind after I was already dead :/

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